pub struct CoverSystem {
pub cover_points: Vec<CoverPoint>,
pub next_id: u32,
pub occupation_radius: f32,
}Fields§
§cover_points: Vec<CoverPoint>§next_id: u32§occupation_radius: f32Implementations§
Source§impl CoverSystem
impl CoverSystem
pub fn new() -> Self
pub fn add_cover(&mut self, position: Vec3, normal: Vec3, height: f32) -> u32
pub fn find_best_cover( &self, seeker_pos: Vec3, threats: &[Vec3], occupied_by: u64, max_distance: f32, ) -> Option<&CoverPoint>
pub fn occupy(&mut self, cover_id: u32, agent_id: u64)
pub fn vacate(&mut self, agent_id: u64)
pub fn generate_cover_from_obstacles( &mut self, obstacles: &[Aabb], normal_directions: &[Vec3], )
pub fn debug_draw(&self, buf: &mut DebugVisualizationBuffer)
Auto Trait Implementations§
impl Freeze for CoverSystem
impl RefUnwindSafe for CoverSystem
impl Send for CoverSystem
impl Sync for CoverSystem
impl Unpin for CoverSystem
impl UnsafeUnpin for CoverSystem
impl UnwindSafe for CoverSystem
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